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  #151  
03-16-2008, 11:06 AM
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True, but I was referring to the idea that Slurgs might be decomposers, and might rely on the waste of others for energy. That way, Mudokons can be more focused on their jobs, Slogs will in a waste free environment, and Slurgs are doing their job. (Slurgs probably are much cheaper than having to get Mudokons be re-bought for being killed by Slogs)
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  #152  
03-16-2008, 11:35 AM
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:
(Slurgs probably are much cheaper than having to get Mudokons be re-bought for being killed by Slogs)
Which would explain why Vykkers Labs hire Mudokons to clean out the Slogs cages, because they don't need to buy Mudokon labour eggs - They have Sam.
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  #153  
03-16-2008, 01:28 PM
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Although the Vykkers in theory have free access to all the Mudokon labourers they want, every one they keep to themselves is one they can’t sell to anyone else. And this doesn’t explain why the Sloghuts need to employ Mud sheet sweepers. I’ll leave it to BM to speculate about the industrioecological benefits of employing eupulmonates for fæcal detritivory.
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  #154  
03-16-2008, 02:18 PM
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They do manufacture ingredients for a popular beverage. It's one thing to get brew-sickness from SoulStorm, but quite another to catch mad slog disease from it. But unless the Phleg has a side business producing slurgs for RuptureFarms, I don't see what the benefits are of exchanging grime for slime.
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  #155  
03-16-2008, 02:21 PM
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I don't know if this has been asked before but.
Why do Mudokons get sick/drunk from drinking brew?
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Originally Posted by The Fourth Doctor
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Sleep well my Abe babe~

April 13th, 2007 - October 14th, 2016

  #156  
03-16-2008, 02:32 PM
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Why do Mudokon get drunk from consuming an alcoholic beverage? Same reason we do. Same reason Peter is right now. Come to think of it, I don’t really know why that is, but it’s not a phenomenon confined to Oddworld, so information on it will be readily available. Try the Wkipedia articles on alcohol or inebriety.
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  #157  
03-18-2008, 04:55 AM
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I think its because of a cannibalism side-effect.
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  #158  
03-18-2008, 06:30 AM
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Why when Abe gets back to Necrum Mines and finds his sick friends, he can thumps them but if he does that they don't die?
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  #159  
03-23-2008, 06:49 AM
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how does Oddysee end look like?

hello

is there a video or screenshots of the last minutes before end of Abe's Oddysee?

I used the cheat to go to latest levels, and the last ones are inside the factory and I found them boring, so I just wanted to know how the end looks like

thanks
  #160  
03-23-2008, 07:53 AM
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This is the good ending:


This is the bad ending:


This is the clip before the ending:
http://oddworldlibrary.net/archives/...Vs/STR0792.avi
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Last edited by abe is now!; 03-23-2008 at 08:04 AM..
  #161  
03-23-2008, 02:18 PM
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thanks

but I wanted to see the last minutes of the game, which enemies does Abe encounter etc
  #162  
03-23-2008, 04:36 PM
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Sligs, Slogs and Glukkons.
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  #163  
03-23-2008, 06:02 PM
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And mines, green-red bombs, UXB bombs, saws, death falls, grenades (if not controlled), alarms, clocks, gas, and I do believe electric gates.
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  #164  
03-24-2008, 12:04 PM
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Quick Question

I don't know if this is the right section, or if this should be added to the Oddworl Questions and Answers topic, but I have a question thats been burning in the back of my mind for... about 30 seconds, but its annoying me. If I have it wrong, I'll leave it to the mods to move the thread as they see fit.

Anyway, the question is: There is a name for the company that sort of runs all of the other smaller companies, such as Rupture Farms and Soulstorm. What is it called? Somthing like Maggot Cartel, or whatever...

Help, please?!

EDIT: Ah, I wasn't to far off. Thanks for moving it, Nate!

Last edited by sam250; 03-24-2008 at 12:40 PM..
  #165  
03-24-2008, 12:26 PM
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Magog Cartel. Go on the Oddworld Encyclopaedia to find out more.
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  #166  
03-25-2008, 03:44 AM
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Why do blind Mudokons stop off in front of the work wheels? Why must not Abe say "Wait"?
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  #167  
03-28-2008, 11:56 AM
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You can't see it, but there are actually slight dimples in the ground when in front of a work wheel. This lets the blind Mudokons how to use them.

I think you had baffled everyone with such a question, so I thought I should answer it with something that could be possible .
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Last edited by Fuzzle Guy; 03-28-2008 at 11:59 AM..
  #168  
03-28-2008, 04:18 PM
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Fuzzle Guy’s right. You know those bumpy markings on the pavement they put near pedestrian road crossings and railway platform edges? The ones that cry out ‘Don’t take another step, buddy, you’re next to something important’? They have those in front of work wheels. After all, blind Mudokons can’t be excused from work just because of their disability. The Magog Cartel is a surprisingly equal‐opportunity employer, and blind Mudokons need to have an equal opportunity to do their fair share of slavery.
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  #169  
03-29-2008, 02:54 AM
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...as well as the obvious game mechanics point, as if they didn't stop it would be pretty annoying to sort out, as well as the fact that they presumably have to work wheels during their normal work anyway, so there must be something. The ground dimples sounds about right. Either that or perhaps they were taught where they were, and trained to stop when walking past one.
  #170  
03-29-2008, 05:08 PM
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In Scrabania how were those rocks in the background formed like Scrabs? =/
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Originally Posted by The Fourth Doctor
Would you like a Jelly Baby?
Sleep well my Abe babe~

April 13th, 2007 - October 14th, 2016

  #171  
03-29-2008, 05:45 PM
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Mudokons have probably carved them to be like that to worship the spirits. Either that or it's just a complete coincidence
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  #172  
03-29-2008, 06:36 PM
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That’s the natural shape of the rocks, owing to the unique geological structure of Scrabanian stone. Scrabs actually evolved to be the same shape so they could hide behind them when trying to catch prey unawares.
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  #173  
03-29-2008, 11:02 PM
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exactaly how long has necrum burial grounds been around for on oddworld?

How long do sligs live for?

How long do glukkons live for?

Those hats that the 3 weirdo's wear (in AE, the ghostly spirit mudokons), what are those hats for? or what do they symbolise?
  #174  
03-30-2008, 02:58 AM
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The average Slig life span is just 20 years. They mature quickly and are worked to an early death, their lives considered short and meaningless by their employers. Glukkons have a life expectancy of 65 years.

The Weirdos’ headdresses are ceremonial. They were probably buried wearing them, hence the Spirits wear them too. They’re made from tulle fibre and river‐polished gems. Each Weirdo represents either the Scrab, the Paramite, or the Fleech, and their headdresses symbolize this theme.
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  #175  
03-30-2008, 03:59 AM
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:
The Weirdos’ headdresses are ceremonial. They were probably buried wearing them, hence the Spirits wear them too. They’re made from tulle fibre and river‐polished gems. Each Weirdo represents either the Scrab, the Paramite, or the Fleech, and their headdresses symbolize this theme.
May have been asked before, but why is it that they symbolize the Fleech when it's a Glukkon-made creature?
  #176  
03-30-2008, 04:14 AM
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That confused me too. I think it was that Fleeches were originally natural creatures, but were genetically modified by Vykkers...? But if that's the case, in what way exactly have they been modified?

Either that or in the art book (since that's where that piece of info comes from) it's a mis-typing of Meech, though that might just be me.

Needs moar info.

:
That’s the natural shape of the rocks, owing to the unique geological structure of Scrabanian stone. Scrabs actually evolved to be the same shape so they could hide behind them when trying to catch prey unawares.
All I can say to that is WTF.

Last edited by Zerox; 03-30-2008 at 04:25 AM..
  #177  
03-30-2008, 04:56 AM
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Perhaps they were just smaller and friendlier than Fleeches, then Vykkers pumped them up with steroids and starved them to the point of eating anything that moves.
  #178  
03-30-2008, 08:20 AM
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Perhaps they were just smaller and friendlier than Fleeches, then Vykkers pumped them up with steroids and starved them to the point of eating anything that moves.
That would be a stupid idea for a pet, wouldn't it?
  #179  
03-30-2008, 09:55 AM
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In the Paramonian Temple and in the Mudomo Vault there are some bags with the meat for Paramites. But what meat is that? Whose is it? Who put it there? And I mean the bags with bones for Slogs too...
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Last edited by abe is now!; 03-30-2008 at 09:57 AM..
  #180  
03-30-2008, 10:59 AM
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The food could be left there by Mudokons who put it there for the exact reason that Abe uses it - To distract the Paramites.

Same thing with Slogs. The Mudokons needs to clean out the Slog cages, but they need to distract them in order to get down there without being eaten.
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